| Commit message (Collapse) | Author | Age | Files | Lines |
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In the next commit, we'll want this for handling UBO access clamping.
Reviewed-by: Kenneth Graunke <[email protected]>
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PIPE_CAP_PACKED_UNIFORMS conflates several things: Lowering uniforms i/o
at the st level instead of the backend, packing uniforms with no padding
at all, and lowering to UBOs.
Requiring backends to lower uniforms i/o for !PIPE_CAP_PACKED_UNIFORMS
leads to the driver needing to either link against the type size function
in mesa/st, or duplicating it in the backend. Given that all backends
want this lower-io as far as I can tell, just move it to mesa/st to
resolve the link issue and avoid the driver author needing to understand
st's uniforms layout.
Incidentally, fixes uniform layout failures in nouveau in:
dEQP-GLES2.functional.shaders.struct.uniform.sampler_nested_fragment
dEQP-GLES2.functional.shaders.struct.uniform.sampler_nested_vertex
dEQP-GLES2.functional.shaders.struct.uniform.sampler_array_fragment
dEQP-GLES2.functional.shaders.struct.uniform.sampler_array_vertex
and I think in Lima as well.
v2: fix indents
Reviewed-by: Kenneth Graunke <[email protected]>
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VK_EXT_pipeline_creation_feedback
If the user didn't provide a pipeline cache and we're using the
default internal pipeline cache, then we shouldn't consider a cache
hit for VK_EXT_pipeline_creation_feedback as the application did not
provide a cache.
Signed-off-by: Lionel Landwerlin <[email protected]>
Fixes: 6601e5d6fc68cd ("anv: implement VK_EXT_pipeline_creation_feedback")
Reviewed-by: Jason Ekstrand <[email protected]>
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This reverts commit b7ca074cc0df6101c428b2dfa53a59a0c6620af2.
It broke a lot of tests.
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also set some constants for SSBOs.
With that it can compile the shader from:
dEQP-GLES31.functional.ssbo.layout.random.all_per_block_buffers.18
Signed-off-by: Karol Herbst <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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While we're at it, prefix the string with "VIRGL: ", to match similar
code elsewhere in virgl.
Fixes: d7b31969767 ("virgl: Return an error if we use fp64 on top of GLES")
Signed-off-by: Erik Faye-Lund <[email protected]>
Reviewed-by: Elie Tournier <[email protected]>
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This is needed to properly handle interpolateAt* when the input to be
interpolated is passed as array in the original GLSL.
Currently, the the GLSL compiler would lower selecting the correct input so
that the interpolant parameter to interpolateAt* is a temporary, and this
can not be used to create a valid shader on the host side, because here the
parameter must a shader input.
By allowing the passing the created TGSI allows to create proper GLSL.
This is related to the virglrenderer bug
https://gitlab.freedesktop.org/virgl/virglrenderer/issues/74
v2: Squash the two patches handling these flags into another
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Gurchetan Singh <[email protected]>
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PIPE_CAP_TGSI_SKIP_SHRINK_IO_ARRAYS is added to indicate whether the TGSI
pass to shrink IO arrays should be skipped to enforce the originally declared array
sizes and locations instead.
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Gurchetan Singh <[email protected]>
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This is common to all Vulkan drivers and all WSI.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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Should be safe to enable as all instructions seem to support 16-bit.
Unfortunately, there is no CTS test.
Signed-off-by: Samuel Pitoiset <[email protected]>
Acked-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Rhys Perry <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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virgl render complains about "Illegal resource" when running
dEQP-EGL.functional.color_clears.single_context.gles2.rgb888_window,
the reason is that a zero bind value was given for temp resource.
Signed-off-by: Lepton Wu <[email protected]>
Reviewed-by: Erik Faye-Lund <[email protected]>
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This patch does it as late as possible so the potential extra
basic blocks don't inhibit other optimizations.
Big thanks to Jason for writing the lowering pass.
Reviewed-by: Samuel Pitoiset <[email protected]>
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Otherwise nir_lower_non_uniform_access crashes when it tries
to get the access of a load_ubo.
Fixes: 8ed583fe523 "spirv: Handle the NonUniformEXT decoration"
Fixes: e50ab2c0f23 "nir: Add access flags to deref and SSBO atomics"
Reviewed-by: Samuel Pitoiset <[email protected]>
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CTS: GL45-CTS.compute_shader.resources-max
Fixes: 4e1e8f684bf "glsl: remember which SSBOs are not read-only and pass it to gallium"
Reviewed-by: Timothy Arceri <[email protected]>
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There seems to be a duplicate return statement,
as A2XX doesn't support shader buffers.
Reviewed-by: Rob Clark <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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So far ANV was advertising 4 bits for both subTexelPrecisionBits and
mipmapPrecisionBits. But these values were not actually verified.
But it seems the right value is actually 8 bits for both cases.
Unfortunately Intel PRM does not clarify how many bits the hardware use.
For the mipmap case, there is the following reference in PRM Volume 6
(3D Media GPGPU), specifically in LOD Computation Pseudocode:
```
Bias: S4.8
MinLod: U4.8
MaxLod: U4.8
Base: U4.1
MIPCnt: U4
SurfMinLod: U4.8
ResMinLod: U4.8
``
We have other clues, though:
- On one side, dEQP-VK.texture.explicit_lod.* tests fail when using 4
bits, but work when using 8 bits. These tests try to mimic the expected
behaviour as much real as possible, and they use the reported
subTexelPrecisionBits and mipmapPrecisionBits reported to get this.
- On the other side, the equivalent driver for Windows is reporting 8
bits for both elements. Not sure if they got to verify it from the PRM
or from a diffent source.
CC: Jason Ekstrand <[email protected]>
CC: Lionel Landwerlin <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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The quantiser matrix that VAAPI provides has been applied with inverse z-scan.
However, what we expect in MPEG2 picture description is the original order.
Therefore, we need to reverse it back to its original order.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110257
Cc: [email protected]
Signed-off-by: Boyuan Zhang <[email protected]>
Acked-by: Alex Deucher <[email protected]>
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From the OpenGL 4.60.5 spec, section 4.4.1 Input Layout Qualifiers,
Page 67, (Location aliasing):
" Further, when location aliasing, the aliases sharing the location
must have the same underlying numerical type and bit
width (floating-point or integer, 32-bit versus 64-bit, etc.) and
the same auxiliary storage and interpolation qualification."
Additionally, we have improved the linker error descriptions.
Specifically, when taking structs into account we were producing a
linker error because we assumed that all components in each location
were used and that would cause component aliasing. This is not
accurate of the actual problem. Now, the failure specifies that the
underlying numerical type incompatibility is the cause for the
failure.
Fixes the following piglit test:
tests/spec/arb_enhanced_layouts/linker/component-layout/vs-to-fs-width-mismatch-double-float.shader_test
v2:
- Do not assert if we see invalid numerical types. These come
straight from shader code, so we should produce linker errors if
shaders attempt to do location aliasing on variables that are not
numerical such as records.
- While we are at it, improve error reporting for the case of
numerical type mismatch to include the shader stage.
v3:
- Allow location aliasing of images and samplers. If we get these
it means bindless support is active and they should be handled
as 64-bit integers (Ilia)
- Make sure we produce link errors for any non-numerical type
for which we attempt location aliasing, not just structs.
v4:
- Rebased with minor fixes (Andres).
- Added fixing tag to the commit log (Andres).
v5:
- Remove the helper function and check individually for the
underlying numerical type and bit width (Timothy).
- Implicitly, assume that any non-treated type which is checked for
its underlying numerical type is either integer or
float and has a defined bit width (Timothy).
- Implicitly, assume that structs are the only non-treated
non-numerical type (Timothy).
- Improve the linker error descriptions and commit log (Andres).
Fixes: 13652e7516a ("glsl/linker: Fix type checks for location aliasing")
Cc: Ilia Mirkin <[email protected]>
Cc: Timothy Arceri <[email protected]>
Cc: Iago Toral Quiroga <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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The offset alignment must be set to s16 because the tile cache is
implemented to require this.
This enables ARB_buffer_texture_range and OES_texture_buffer for
softpipe. The according deqp-gles31 tests pass.
Also update the feature table.
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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With buffers the addressing is done on a per-byte bases so the code
path for normal textures doesn't work properly. Also add an assert
to make sure that the bit cound for storing the X coordinate is
large enough.
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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With buffers the addressing is done on a per byte basis and we with
a maximal block size of 16 byte we have to take into acount four more
bits. For simplicity just remove the TEX_TILE_SIZE_LOG2, which is 5 bit.
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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For the gather op no magnifictaion filter is provided, so always use
the filter given for minification (which is the linear filter)
Fixes: 0dff1533f25951adda3c36be6d9efa944741befb
softpipe: Use mag texture filter also for clamped lod == 0
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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We have a pass to lower global registers to locals and many drivers
dutifully call it. However, no one ever creates a global register ever
so it's all dead code. It's time we bury it.
Acked-by: Karol Herbst <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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All we ever do is initialize it to zero, clone it, print it, and
validate it. No one ever sets or uses it.
Acked-by: Karol Herbst <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The protocol changes are already in place for it.
Reviewed-By: Gert Wollny <[email protected]>
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This will pass the multi draw through to the host if it has
support for it instead of using the st to emulate it
Reviewed-By: Gert Wollny <[email protected]>
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When I added indirect support I forgot this, however to use it
now we need to check for a new enough capability on the host side.
Reviewed-By: Gert Wollny <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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As defined in SPV_NV_compute_shader_derivatives. These control how the
invocations are arranged in a CS when doing derivative and related
operations (which are also enabled by the extension).
Since we expect valid SPIR-V, we don't need to do more work at SPIR-V
level to enable the derivative and related operations to be called.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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To enable NV_compute_shader_derivatives, which allows derivatives (and
texture lookups with implicit derivatives) in compute shaders.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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This will make that step visible in NIR_PRINT=1.
v2: Also use the macro for the cleanup passes.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This was needed when certain intrinsics were lowered to other ones
that were defined by the same pass. After 060817b2 "intel,nir: Move
gl_LocalInvocationID lowering to nir_lower_system_values" we don't
need the loop anymore.
Reviewed-by: Jason Ekstrand <[email protected]>
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When using quads, instead of mapping the elements to the next 4 local
invocation indices, we map the two next in the "current" row and two
next in the "next row". A side effect is that a thread will execute
the indices in a different order.
We now perform the lowering of both local invocation ID and index
together -- and don't rely anymore on lowering done by
nir_lower_system_values. That is convenient when doing the math for
quads, because we need X and Y to get the right invocation index.
When the pass progresses, fold the constants and clean up to reduce
the noise from the indexing math.
This implements the derivative_group_quadsNV semantics from
NV_compute_shader_derivatives.
v2: Take subgroup_id into account, otherwise only values in the first
subgroup would be used. (Jason)
v3: Calculate invocation index and ID together, to avoid duplicating
some math in the quads case when both index and ID are used. (Jason)
v4: Don't call cleanup passes as part of the lowering, let that to the
call site. (Jason)
Change calculation to use less instructions. (Jason)
Reviewed-by: Ian Romanick <[email protected]> (v3)
Reviewed-by: Jason Ekstrand <[email protected]>
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Make sure we include compute shaders that have a derivative group
defined.
Reviewed-by: Jason Ekstrand <[email protected]>
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When using NV_compute_shader_derivatives to set a derivative group,
a compute shader supports texture with implicit LOD calculation, so
don't set an explicit LOD.
Note if the extension is used but the derivative group is not
specified, it will default to LOD=0 as before.
Reviewed-by: Jason Ekstrand <[email protected]>
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In compute shaders if no derivative group is defined, the derivatives
will always be zero. Specified in NV_compute_shader_derivatives.
To make the check more convenient, add a "info" local variable to the
generated code so we can refer to it in the Python rules. (Jason)
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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NV_compute_shader_derivatives allow selecting between two possible
arrangements (quads and linear) when calculating derivatives and
certain subgroup operations in case of Vulkan. So parse and propagate
those up to shader_info.h.
v2: Do not fail when ARB_compute_variable_group_size is being used,
since we are still clarifying what is the right thing to do here.
Reviewed-by: Ian Romanick <[email protected]>
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Renamed a few predicates from "fs_only" to be "derivative_only" (or
similar pairs).
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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As the code evolved, we ended up with a redundant conditions. Clean
this up.
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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When I implemented opt_if_loop_last_continue() I had restricted
this pass from moving other if-statements inside the branch opposite
the continue. At the time it was causing a bunch of spilling in
shader-db for i965.
However Samuel Pitoiset noticed that making this pass more aggressive
significantly improved the performance of Doom on RADV. Below are
the statistics he gathered.
28717 shaders in 14931 tests
Totals:
SGPRS: 1267317 -> 1267549 (0.02 %)
VGPRS: 896876 -> 895920 (-0.11 %)
Spilled SGPRs: 24701 -> 26367 (6.74 %)
Code Size: 48379452 -> 48507880 (0.27 %) bytes
Max Waves: 241159 -> 241190 (0.01 %)
Totals from affected shaders:
SGPRS: 23584 -> 23816 (0.98 %)
VGPRS: 25908 -> 24952 (-3.69 %)
Spilled SGPRs: 503 -> 2169 (331.21 %)
Code Size: 2471392 -> 2599820 (5.20 %) bytes
Max Waves: 586 -> 617 (5.29 %)
The codesize increases is related to Wolfenstein II it seems largely
due to an increase in phis rather than the existing jumps.
This gives +10% FPS with Doom on my Vega56.
Rhys Perry also benchmarked Doom on his VEGA64:
Before: 72.53 FPS
After: 80.77 FPS
v2: disable pass on non-AMD drivers
Reviewed-by: Ian Romanick <[email protected]> (v1)
Acked-by: Samuel Pitoiset <[email protected]>
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This enables the ARB_gpu_shader5 vertex streams on softpipe.
v2: only enable when not using llvm.
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This hooks up the geometry shader processing to the TGSI
support added in the previous commits.
It doesn't change the llvm interface other than to
keep things building.
v2: fix some regressions caused by primitiveoffsets
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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